Pathfinding.

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Re: Pathfinding.

Postby Urist » Sun Mar 10, 2013 11:49 am

Dallane wrote:
Urist wrote:
Dallane wrote:the biggest problem would be the ease of making bots


I dont think it's a problem to make own pathfinding, if you wish to make a bot. And it's an unlockable skill, so you have to play for a while before bot can learn this.


Getting skills takes almost zero time. 1 day of work and they will have it.


So now read the first sentence. It's not too hard to code your own pathfinding if you are making some kind of bot.
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Re: Pathfinding.

Postby Dallane » Sun Mar 10, 2013 11:58 am

Urist wrote:So now read the first sentence. It's not too hard to code your own pathfinding if you are making some kind of bot.


yes but its alot more work
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Re: Pathfinding.

Postby Urist » Sun Mar 10, 2013 12:07 pm

Dallane wrote:
Urist wrote:So now read the first sentence. It's not too hard to code your own pathfinding if you are making some kind of bot.


yes but its alot more work


Not rly. I can make exploration bot just in simple python script. It will move only north, and if moving stopped, it will move 1 tile west or 1 tile east until north wont be avalible for moving.
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Re: Pathfinding.

Postby Hans_Lemurson » Sun Mar 10, 2013 1:49 pm

I think that the biggest issue with automatic pathfinding is that it takes away control from the player.
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Re: Pathfinding.

Postby Urist » Sun Mar 10, 2013 1:52 pm

Hans_Lemurson wrote:I think that the biggest issue with automatic pathfinding is that it takes away control from the player.


In which way, and why it can be the issue.
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Re: Pathfinding.

Postby Kandarim » Sun Mar 10, 2013 2:15 pm

Urist wrote:
Dallane wrote:
Urist wrote:So now read the first sentence. It's not too hard to code your own pathfinding if you are making some kind of bot.


yes but its alot more work


Not rly. I can make exploration bot just in simple python script. It will move only north, and if moving stopped, it will move 1 tile west or 1 tile east until north wont be avalible for moving.


except for the fact that user-side clients have no information whether an object is walkable or not: the hitbox is unknown to the user client (and only the server enforces this). This came up in discussions on hitbox showing etc (similar to haven).

If it really was that easy, don't you think someone would have done it by now?


edit: on the original topic: I do not believe that pathfinding is necessary. Something I will support, however, is clearer hitboxes (e.g. a smelter has that ladder construct with plenty of unwalkable empty air besides it). Something like an outline or similar on the ground.
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Re: Pathfinding.

Postby Hans_Lemurson » Sun Mar 10, 2013 2:25 pm

Urist wrote:
Hans_Lemurson wrote:I think that the biggest issue with automatic pathfinding is that it takes away control from the player.


In which way, and why it can be the issue.

You would no longer be able to be confident that you would go in exactly the direction you clicked, but rather would take whatever path the algorithm decided was best.

Now, for most players I think that the benefits of pathfinding would outweigh any frustrations (especially if WASD was still manual movement), but can you imagine the whining when somebody died because the algorithm took them on a bad path during combat?
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Re: Pathfinding.

Postby Urist » Sun Mar 10, 2013 2:35 pm

Dallane wrote:except for the fact that user-side clients have no information whether an object is walkable or not: the hitbox is unknown to the user client (and only the server enforces this). This came up in discussions on hitbox showing etc (similar to haven).

If it really was that easy, don't you think someone would have done it by now?


edit: on the original topic: I do not believe that pathfinding is necessary. Something I will support, however, is clearer hitboxes (e.g. a smelter has that ladder construct with plenty of unwalkable empty air besides it). Something like an outline or similar on the ground.


But user-side client can check your pilgrim walking or not, so you can command him to walk north, and if he is not walking do the algorithm.

Hans_Lemurson wrote:
Hans_Lemurson wrote:I think that the biggest issue with automatic pathfinding is that it takes away control from the player.

You would no longer be able to be confident that you would go in exactly the direction you clicked, but rather would take whatever path the algorithm decided was best.

Now, for most players I think that the benefits of pathfinding would outweigh any frustrations (especially if WASD was still manual movement), but can you imagine the whining when somebody died because the algorithm took them on a bad path during combat?


>Don't works during combat.
And there can be a line showing your path.
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Re: Pathfinding.

Postby dageir » Sun Mar 10, 2013 4:27 pm

For me its part of the charm of the game to get stuck now and then.
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Re: Pathfinding.

Postby MagicManICT » Mon Mar 11, 2013 4:08 pm

Show me another MMO with pathfinding, please. (I believe Atlantica Online allows very long distance travel via point and click at a map and has it, but no action takes place in the main map, anyway, other than talking to quest givers. Everything is done in cut-outs due to the strategic combat mode.) Many of them allow sliding around objects, but this is quite a bit different than pathfinding.
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